/*
 *  Copyright 2019-2021 Diligent Graphics LLC
 *  Copyright 2015-2019 Egor Yusov
 *  
 *  Licensed under the Apache License, Version 2.0 (the "License");
 *  you may not use this file except in compliance with the License.
 *  You may obtain a copy of the License at
 *  
 *      http://www.apache.org/licenses/LICENSE-2.0
 *  
 *  Unless required by applicable law or agreed to in writing, software
 *  distributed under the License is distributed on an "AS IS" BASIS,
 *  WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 *  See the License for the specific language governing permissions and
 *  limitations under the License.
 *
 *  In no event and under no legal theory, whether in tort (including negligence), 
 *  contract, or otherwise, unless required by applicable law (such as deliberate 
 *  and grossly negligent acts) or agreed to in writing, shall any Contributor be
 *  liable for any damages, including any direct, indirect, special, incidental, 
 *  or consequential damages of any character arising as a result of this License or 
 *  out of the use or inability to use the software (including but not limited to damages 
 *  for loss of goodwill, work stoppage, computer failure or malfunction, or any and 
 *  all other commercial damages or losses), even if such Contributor has been advised 
 *  of the possibility of such damages.
 */

#include <d3d11.h>
#include "DiligentCore/Graphics/GraphicsEngineD3D11/interface/PipelineStateD3D11.h"

void TestPipelineStateD3D11CInterface(struct IPipelineStateD3D11* pPSO)
{
    ID3D11BlendState*        pBlendState        = IPipelineStateD3D11_GetD3D11BlendState(pPSO);
    ID3D11RasterizerState*   pRasterizerState   = IPipelineStateD3D11_GetD3D11RasterizerState(pPSO);
    ID3D11DepthStencilState* pDepthStencilState = IPipelineStateD3D11_GetD3D11DepthStencilState(pPSO);
    ID3D11InputLayout*       pInputLayot        = IPipelineStateD3D11_GetD3D11InputLayout(pPSO);
    ID3D11VertexShader*      pVS                = IPipelineStateD3D11_GetD3D11VertexShader(pPSO);
    ID3D11PixelShader*       pPS                = IPipelineStateD3D11_GetD3D11PixelShader(pPSO);
    ID3D11GeometryShader*    pGS                = IPipelineStateD3D11_GetD3D11GeometryShader(pPSO);
    ID3D11DomainShader*      pDS                = IPipelineStateD3D11_GetD3D11DomainShader(pPSO);
    ID3D11HullShader*        pHS                = IPipelineStateD3D11_GetD3D11HullShader(pPSO);
    ID3D11ComputeShader*     pCS                = IPipelineStateD3D11_GetD3D11ComputeShader(pPSO);
    (void)pBlendState;
    (void)pRasterizerState;
    (void)pDepthStencilState;
    (void)pInputLayot;
    (void)pVS;
    (void)pPS;
    (void)pGS;
    (void)pDS;
    (void)pHS;
    (void)pCS;
}
